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The Effect of English Vocabulary Learning with Digital Games and its Influencing Factors based on the Meta- Analysis of 2,160 Test Samples
16 references·0 citing·44 second hopsampled
The Effect of English Vocabulary Learning with Digital Games and its Influencing Factors based on the Meta- Analysis of 2,160 Test Samples (2020)The Effect of English Vocabulary Learning…Effects of a mobile game-based English vocabulary learning app on learners’ perceptions and learning performance: A case study of Taiwanese EFL learners (2019)Effects of a mobile game-base…Improving the effectiveness of English vocabulary review by integrating ARCS with mobile game‐based learning (2018)Improving the effectiveness o…Digital game-based second-language vocabulary learning and conditions of research designs: A meta-analysis study (2018)Digital game-based second-lan…A Flipped Contextual Game-Based Learning Approach to Enhancing EFL Students' English Business Writing Performance and Reflective Behaviors. (2018)A Flipped Contextual Game-Bas…The Effect of Computer Game-Based Learning on FL Vocabulary Transferability (2017)The Effect of Computer Game-B…Experiencing the Analects of Confucius: An experiential game-based learning approach to promoting students' motivation and conception of learning (2017)Experiencing the Analects of …The effectiveness of digital game‐based vocabulary learning: A framework‐based view of meta‐analysis (2016)The effectiveness of digital …Single loop or double loop learning: English vocabulary learning performance and behavior of students in situated computer games with different guiding strategies (2016)Single loop or double loop le…Educational games as stand‐alone learning tools and their motivational effect on L 2 vocabulary acquisition and perceived learning gains (2015)Educational games as stand‐al…The Impact of Online Games on Learning English Vocabulary by Iranian (Low-intermediate) EFL Learners (2014)The Impact of Online Games on…The added value of a gaming context and intelligent adaptation for a mobile learning application for vocabulary learning (2014)The added value of a gaming c…Play games or study? Computer games in eBooks to learn English vocabulary (2013)Play games or study? Computer…The effect of digital games on Iranian children's vocabulary retention in foreign language acquisition (2011)The effect of digital games o…Online vocabulary games as a tool for teaching and learning English vocabulary (2006)Online vocabulary games as a …Computer assisted vocabulary learning: Design and evaluation (2006)Computer assisted vocabulary …Effects of vocabulary training by computer in kindergarten (2003)Effects of vocabulary trainin…Techniques in Teaching Vocabulary (1983)Vocabulary and language teaching (1989)A Qualitative Meta-Analysis of Computer Games as Learning Tools (2009)Efficiency of digital and non-digital educational games: A comparative meta-analysis and a meta-thematic analysis (2020)Serious game design model for language learning in the cultural context (2022)Exploring the Potential of Digital Game-Based Vocabulary Learning: A Systematic Review (2023)Games, Motivation, and Learning: A Research and Practice Model (2002)Peabody Picture Vocabulary Test (2010)A systematic literature review of empirical evidence on computer games and serious games (2012)Development of a Mobile Game Application to Boost Students’ Motivation in Learning English Vocabulary (2019)Gamification in EFL/ESL instruction: A systematic review of empirical research (2023)Philosophical Investigations (1954)A literature review on games and learning (2004)The Effects of Using Games on English Vocabulary Learning (2015)The Use of Serious Games in Preschool Education (2017)Digital Game-Based Learning (2020)Teaching English as a second or foreign language (1991)Digital game-based learning (2003)Effectiveness of MMORPG‐based instruction in elementary English education in Korea (2010)A scoping review of digital game-based technology on English language learning (2019)Learning Strategies in Second Language Acquisition (1992)Reading‐Based Exercises in Second Language Vocabulary Learning: An Introspective Study (2000)Learning Vocabulary in Another Language (2001)Learner perspectives on fully online language learning (2014)Course in General Linguistics (2017)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)The impact of a serious game on vocabulary and content learning (2019)Video-game based instruction for vocabulary acquisition with English language learners: A Bayesian meta-analysis (2020)Flow: The Psychology of Optimal Experience (1991)Methods of Meta-Analysis: Correcting Error and Bias in Research Findings. (1991)The Study of Second Language Acquisition (1995)Technology-Assisted Vocabulary Learning for EFL Learners: A Meta-Analysis (2021)Effects of Game-Based Learning on Students’ Achievement in Science: A Meta-Analysis (2022)Development and use of the ARCS model of instructional design (1987)Goals: An approach to motivation and achievement. (1988)Multimedia Learning (2001)Does Game-Based Vocabulary Learning APP Influence Chinese EFL Learners’ Vocabulary Achievement, Motivation, and Self-Confidence? (2021)Chatbot-based learning of logical fallacies in EFL writing: perceived effectiveness in improving target knowledge and learner motivation (2023)Statistical Methods for Meta-Analysis (1988)Digital Natives, Digital Immigrants Part 1 (2001)Introduction to Meta‐Analysis (2009)Modelling Chinese EFL learners’ flow experiences in digital game-based vocabulary learning: the roles of learner and contextual factors (2019)An umbrella review of the benefits and risks associated with youths’ interactions with electronic screens (2023)A comparative study on the effects of a VR and PC visual novel game on vocabulary learning (2021)
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References

  • 2006Online vocabulary games as a tool for teaching and learning English vocabulary278 cited
  • 2018Digital game-based second-language vocabulary learning and conditions of research designs: A meta-analysis study164 cited
  • 2019Effects of a mobile game-based English vocabulary learning app on learners’ perceptions and learning performance: A case study of Taiwanese EFL learners159 cited
  • 2006Computer assisted vocabulary learning: Design and evaluation149 cited
  • 2014The added value of a gaming context and intelligent adaptation for a mobile learning application for vocabulary learning146 cited
  • 2018Improving the effectiveness of English vocabulary review by integrating ARCS with mobile game‐based learning126 cited
  • 2011The effect of digital games on Iranian children's vocabulary retention in foreign language acquisition122 cited
  • 2016The effectiveness of digital game‐based vocabulary learning: A framework‐based view of meta‐analysis122 cited
  • 2015Educational games as stand‐alone learning tools and their motivational effect on L 2 vocabulary acquisition and perceived learning gains120 cited
  • 2014The Impact of Online Games on Learning English Vocabulary by Iranian (Low-intermediate) EFL Learners114 cited
  • 2017Experiencing the Analects of Confucius: An experiential game-based learning approach to promoting students' motivation and conception of learning114 cited
  • 2013Play games or study? Computer games in eBooks to learn English vocabulary111 cited
  • 2018

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A Flipped Contextual Game-Based Learning Approach to Enhancing EFL Students' English Business Writing Performance and Reflective Behaviors.
107 cited
  • 2016Single loop or double loop learning: English vocabulary learning performance and behavior of students in situated computer games with different guiding strategies106 cited
  • 2017The Effect of Computer Game-Based Learning on FL Vocabulary Transferability93 cited
  • 2003Effects of vocabulary training by computer in kindergarten89 cited
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